Hajime Hoshi
bdf78dab27
internal/uidriver/glfw: Clean up build tags
2021-11-27 18:52:33 +09:00
Hajime Hoshi
ef5f8a9018
internal/uidriver/glfw: Adjusting the view size is not needed on macOS 12
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Updates #1745
2021-11-27 18:47:05 +09:00
Hajime Hoshi
2b1e961540
ebiten: Remove old comments
2021-11-27 18:33:51 +09:00
Hajime Hoshi
5031ab67a7
ebiten: Refactoring: Remove uiContext.outsideSizeUpdated
2021-11-27 18:21:04 +09:00
Hajime Hoshi
42c1427c0b
ebiten: Avoid unnecessary creations of c.screen
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Updates #1884
2021-11-27 18:19:15 +09:00
Hajime Hoshi
e6f2764d08
internal/uidriver/glfw: Refactoring: Remove toChangeSize
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Updates #1884
2021-11-27 18:00:39 +09:00
Hajime Hoshi
22e64c7df0
internal/uidriver/glfw: Bug fix: Rendering should be updated after restoring from fullscreen
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u.toChangeSize affects the result of u.updateSize. When the callback
for WindowSetSize is invoked, toChangeSize should be true.
In order to simplify the logic, we have to remove toChangeSize later.
Closes #1884
2021-11-27 17:53:40 +09:00
Hajime Hoshi
1dd13ae06e
internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS
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This fix works only for Metal. There is not a good solution for
OpenGL so far unfortunately.
Closes #1885
2021-11-27 02:52:48 +09:00
Hajime Hoshi
b7cd990bc3
ebiten: Make it explicit about the goroutine for Game functions
2021-11-26 02:17:04 +09:00
Hajime Hoshi
73bf7a0939
internal/uidriver/glfw: Bug fix: Return a tentative scale when glfw.GetPrmaryMonitor returns 1
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Updates #1878
2021-11-24 22:35:10 +09:00
Hajime Hoshi
b4f87f9651
internal/uidriver/mobile: Implement Vibrate for Android
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This change also adds AndroidManifest.xml for the example. This is
used for `gomobile install` command.
Updates #1452
2021-11-19 01:49:22 +09:00
Hajime Hoshi
d9c362bca9
ebiten: Add more tests (ShaderUnmatchedArgs)
2021-11-14 18:50:20 +09:00
Hajime Hoshi
8ae6793d4d
internal/shader: Check the number of arguments
2021-11-14 17:34:06 +09:00
Hajime Hoshi
9be4ce928b
internal/shader: Add more tests for const
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Updates #1847
2021-11-14 17:06:54 +09:00
Hajime Hoshi
36ce3b836e
internal/shader: Bug fix: Treat a non-typed consntat argument as a float
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Closes #1874
2021-11-14 15:47:59 +09:00
Hajime Hoshi
ee414ed849
Revert "internal/uidriver/glfw: Refactoring"
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This reverts commit c4df397d87
.
Reason: Compile error
2021-11-12 22:29:03 +09:00
Hajime Hoshi
c4df397d87
internal/uidriver/glfw: Refactoring
2021-11-12 22:19:32 +09:00
Hajime Hoshi
b6cf95f5bb
internal/uidriver/js: Optimization: Reduce the call of js.Value.Get
2021-11-12 02:48:58 +09:00
Hajime Hoshi
732b125349
text: Add AppendGlyphs and Glyphs
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Closes #1767
Closes #1871
2021-11-12 02:31:53 +09:00
Hajime Hoshi
3eb444f211
text: Refactoring
2021-11-12 00:17:51 +09:00
Hajime Hoshi
1f7e7e2816
internal/uidriver/mobile: Remove the warnings
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Closes #1872
2021-11-11 02:28:05 +09:00
Hajime Hoshi
5d5ce370f1
internal/uidriver/mobile: Implement Vibrate on iOS
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Updates #1452
2021-11-11 00:50:02 +09:00
Hajime Hoshi
88a27151ef
audio: Fix documentation
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ReadSeekCloser no longer exists.
Closes #1869
2021-11-10 01:27:35 +09:00
wasedaigo
851733397e
examples/audioinfiniteloop: Use const to represent bytePerSample ( #1867 )
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Co-authored-by: wasedaigo <daigo@odencat.com>
2021-11-08 15:52:53 +09:00
Hajime Hoshi
2815829200
Update README
2021-11-07 03:44:31 +09:00
Hajime Hoshi
80765b0261
Update Oto to v2.1.0-alpha.4
2021-11-07 01:38:13 +09:00
Hajime Hoshi
f695f3f2a9
Update Oto (improve memory allocations on browsers)
2021-11-04 01:33:16 +09:00
Hajime Hoshi
00e2b15e2a
shaderir: Bug fix: A wrong argument for fmt.Sprintf
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This change also improves the result of espcae analysis.
Closes #1863
2021-11-02 00:05:07 +09:00
Hajime Hoshi
7661147e31
internal/graphicsdriver/opengl: Avoid allocations by escaping to heap
2021-10-31 22:34:14 +09:00
Hajime Hoshi
a3eb8933e5
audio/internal/convert: Simplify f32Reader implementation
2021-10-31 19:49:40 +09:00
Hajime Hoshi
630df60894
audio/internal/convert: Reuse a buffer cache
2021-10-31 19:40:58 +09:00
Hajime Hoshi
611cbad5d7
audio/internal/convert: Use byte instead of uint8
2021-10-31 19:34:52 +09:00
Hajime Hoshi
45deaced69
Update Oto
2021-10-31 18:49:17 +09:00
Hajime Hoshi
906ccd85a7
audio: Bug fix: Performance issue by too often locks
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Closes #1861
2021-10-31 18:35:59 +09:00
Hajime Hoshi
113796efae
internal/uidriver/glfw: Bug fix: Crashed a transparent button with the green button
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Updates #1822
Closes #1857
2021-10-31 18:21:19 +09:00
Hajime Hoshi
0238549cfb
internal/atlas, initernal/graphics: Better buffer size calculation
2021-10-31 17:20:39 +09:00
Hajime Hoshi
d236d73a1f
internal/atlas, initernal/graphics: Bug fix: Needed to reset 'notFullyUsedTime'
2021-10-31 17:18:07 +09:00
Hajime Hoshi
15f62bfeb5
internal/graphicsdriver/opengl: Optimization: Cache texture variable names
2021-10-31 05:40:44 +09:00
Hajime Hoshi
9d51356eef
internal/graphicsdriver/opengl: Optimization
2021-10-31 05:17:23 +09:00
Hajime Hoshi
b74a4a0275
internal/graphicsdriver/opengl: Optimization: Avoid heap allocations
2021-10-31 02:10:44 +09:00
Hajime Hoshi
7b7791156c
internal/graphicsdriver/opengl: Remove unreached return
2021-10-31 01:38:01 +09:00
Hajime Hoshi
98083ccd0a
internal/graphicsdriver/opengl: Avoid heap allocation of a local variable
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If a variable is passed to an argument interface{}, the variable might be
allocated on the heap unexpectedly.
2021-10-31 01:11:12 +09:00
Hajime Hoshi
a082db04fd
internal/jsutil: Optimization: Avoid using empty interface{} conversions
2021-10-30 18:53:21 +09:00
Hajime Hoshi
a826ecb29b
internal/jsutil: Move a function to internal/graphicsdriver/opengl
2021-10-30 18:33:43 +09:00
Hajime Hoshi
610ebbbab5
ebiten: Bug fix: zeroUniformValue panicked with vec2 or other vector/matrix types
2021-10-30 04:30:29 +09:00
Hajime Hoshi
06f4142ca0
internal/driver: Optimization: Replace interface{} with driver.Uniform
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Converting a value from/to interface{} can create a value in heap
and this is not efficient.
2021-10-30 02:58:28 +09:00
Hajime Hoshi
1f82bb297c
internal/graphicsdriver/opengl: Optimization: Avoid the empty interface
2021-10-30 02:28:57 +09:00
Hajime Hoshi
60f2c7ace6
internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame (uniform variables)
2021-10-30 00:22:31 +09:00
Hajime Hoshi
b4f45edff8
internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame
2021-10-30 00:13:57 +09:00
Hajime Hoshi
76324254c1
internal/graphicsdriver/opengl: Avoid creating objects for debugging
2021-10-30 00:04:03 +09:00